My .ase landscapes have "holes"

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My .ase landscapes have "holes"

Postby Clueless Newbie » Fri Oct 17, 2008 10:51 am

I'm making a level that has .ase models for landscapes. The models are based on meshes, compiled with -subdivisions 32, and have spawnflags 6.

I've discovered that in some places, the models are not solid, and the players will at best "stumble", and worst fall through the ground and to their death. It's as if some of the triangles in the .ases forgot to be solid.

I can kludge this by putting other models on the holes, thus blocking them, but I'll never know whether I've managed to "plug" all the holes. Is there some other way of making sure that the .ases are solid?
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Postby torus » Fri Oct 17, 2008 11:32 am

q3map2 generates two slightly different collision planes from .ase model
triangles that may intersect (producing a brush that clips off half or all of
itself), which breaks the DarkPlaces collision brush builder because it needs to
reconstruct qhull data for rotated box collisions (Q3A does not allow rotated
box entities so the point reconstruction is not an issue there), this problem
would go away if the backside plane was just a flipped version of the frontside
plane, which Q3A's traceline should be able to handle (an infinitely thin brush
generated from a polygon)


The solution is to use this-

http://alientrap.org/forum/viewtopic.php?t=3687

Which includes a version of q3map2 which fixes the problem.
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Postby Clueless Newbie » Fri Oct 17, 2008 9:48 pm

torus wrote:The solution is to use this-

http://alientrap.org/forum/viewtopic.php?t=3687

Which includes a version of q3map2 which fixes the problem.


Hmm.. does that work on OS X?
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Postby torus » Fri Oct 17, 2008 10:02 pm

No idea, probably not.

If you have a Mac Pro, why don't you do a Windows install via Bootcamp, and use NetRadiant/q3map2 there?
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Postby Clueless Newbie » Sat Oct 18, 2008 9:58 am

torus wrote:No idea, probably not.

If you have a Mac Pro, why don't you do a Windows install via Bootcamp, and use NetRadiant/q3map2 there?

Windows? On my mac?

Ew!

;)
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Postby torus » Sat Oct 18, 2008 1:02 pm

It might be the only solution. Installing Linux on your Mac would work too though, and it's a bit less sacrilegious.
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Postby divVerent » Sat Oct 18, 2008 1:06 pm

It is likely to work on OS X once someone tries to actually compile it.

Now if we had some OS X using developer in our team, it'd be an easy fix...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Clueless Newbie » Sat Oct 18, 2008 10:14 pm

torus wrote:It might be the only solution. Installing Linux on your Mac would work too though, and it's a bit less sacrilegious.

Yeah. I tried installing YD and Mandrake on my previous mac, but failed both times. I thought about installing Linux on my current mac, but then I read something about needing bootcamp and something else to do so and shelved it.

Still, installing an OS just to avoid a few bugs.. ;/
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Postby Clueless Newbie » Sat Oct 18, 2008 10:17 pm

divVerent wrote:It is likely to work on OS X once someone tries to actually compile it.

Now if we had some OS X using developer in our team, it'd be an easy fix...

While I am hardly a developer (haven't written a line of code for over a year now), I do have a compiler. Is that all you need? Somebody to ram your code through a compiler? Would Xcode do the trick?
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Postby torus » Sat Oct 18, 2008 10:35 pm

Clueless Newbie wrote:
torus wrote:It might be the only solution. Installing Linux on your Mac would work too though, and it's a bit less sacrilegious.

Yeah. I tried installing YD and Mandrake on my previous mac, but failed both times. I thought about installing Linux on my current mac, but then I read something about needing bootcamp and something else to do so and shelved it.

Still, installing an OS just to avoid a few bugs.. ;/


Really, installing Windows or any other OS via bootcamp is laughably easy.
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